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USS_Taylor_Swift

Make it so torpedoes can go longer

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There is a captain skill that I can buy to make my guns shoot longer and another one that can make my torpedoes go faster but shorter.  Why can't I make the torpedoes go longer?  It's not fair that other DDs can shoot torpedoes very far but I can only shoot them up really close in 4km but if I try to get so close it's easy for them to shoot me.

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We have no idea which DD you're whining about. It sounds like it's USN though. You're a gunplay, use your guns. The Fletcher and gearing have excellent torpedoes at the end of the USN line. Use your torps for close range ambushes around islands.

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I don't think it's "fair" that stupid people get given food and shelter by their betters, but hey, what can ya do?

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Each ship has its own strengths and weaknesses. VMF DDs strengths are their guns, their speed, their health, and their lack of citadel for their size.

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Destroyer =/= torpedoes in this game. Certain DDs are proficient in their torp armament but lack in guns, while others can be the opposite with plenty of grey area in between for others.

I suggest if you want a DD that has great torps, to go play them, but do not expect to have your cake and eat it too.

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I like the idea but it would need some testing. Say +20% range for -5kt speed -and- +20% detection.


 

Can you imagine Shima 20km torps out to 24km but detected like 4km away and traveling at 58kts. Sea mines indeed.

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4km, sounds like you have a Russian cruiser or the Omaha or Phoenix. Maybe a very low tier DD, forget the torp ranges for those.

 

The answer is that you have guns that can murder the DDs, you have more HP than they do, and believe or not, more armor. Torpedoes on most cruisers (IJN excepted) are last ditch only.

 

On the DDs, well, it will get longer as you move up the tech tree. Or you could use your guns. The RU and USN DDs are gunboats primarily. And they will murder most IJN DDs in a fight. Different ships have different traits. Doesn't mean one is better than the other. if you want long range torps, go play the IJN DDs or CAs.

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4km, sounds like you have a Russian cruiser or the Omaha or Phoenix. Maybe a very low tier DD, forget the torp ranges for those.

 

The answer is that you have guns that can murder the DDs, you have more HP than they do, and believe or not, more armor. Torpedoes on most cruisers (IJN excepted) are last ditch only.

 

On the DDs, well, it will get longer as you move up the tech tree. Or you could use your guns. The RU and USN DDs are gunboats primarily. And they will murder most IJN DDs in a fight. Different ships have different traits. Doesn't mean one is better than the other. if you want long range torps, go play the IJN DDs or CAs.

 

Well put, I play the IJN dd line, because they are torpedo boats.  No good in a knife fight (up close) unless against usually another IJN dd (Akizuki the acception).  But Torpedo wise they hit hard and have long ranges.  At the T6 Fubuki you get the 10km range torpedoes.   So like the man said you want range go IJN. 

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We have no idea which DD you're whining about. It sounds like it's USN though.

 

OP mentions 4km range.  Only RU DDs and Cruisers have torps with range this short.  USN torps' range at all tiers is longer than this. 

 

That's the trade-off of RU DDs.  You get amazing guns, as well as usually very good speed and hp.  But until you reach Tier 8, RU torps are a strictly point-blank weapon.

 

If  you want to play DD with viable torps *and* guns, you need to play USN or KM DDs.

 

I like the idea but it would need some testing. Say +20% range for -5kt speed -and- +20% detection.

 

 

Can you imagine Shima 20km torps out to 24km but detected like 4km away and traveling at 58kts. Sea mines indeed.

 

 

Hm... maybe.  For most DDs, I don't see such a skill as being very useful -- With the low/mid tier RU DDs it would just increase range from 4.0km to 4.8km, which still isn't enough range to be really useful for anything other than point-blank blind corner ambushes and yolo runs.  And I don't think giving up speed for range is a benefit to most KM or IJN DDs,which can already stealth torp.

 

But it would be a huge boon to certain ships that are right on the edge of being able to stealth torp with CE, such as Nicholas and Farragut.  With this skill, Farragut would have 7.7km torps with 59 kt. speed which is actually fairly good at T6, especially considering USN torps' relatively low detection range.  This would turn Farragut into a true hybrid torp/gun boat.  But perhaps if it were a 4-point skill, such a captain skill could be balanced as this would force some difficult choices.

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Well put, I play the IJN dd line, because they are torpedo boats.  No good in a knife fight (up close) unless against usually another IJN dd (Akizuki the acception).  But Torpedo wise they hit hard and have long ranges.  At the T6 Fubuki you get the 10km range torpedoes.   So like the man said you want range go IJN. 

 

a well advice op,free exp the fubuki,her tier5 sister is much better,the 10km torps don't make up for her slow speed,useless guns and a rudder shift that make my dunkerque looks agile.

oh let's not forget the super low hp and a detection range that will make you extremely cautious.

Edited by Cruxdei

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Its not a terrible idea....   +20% range -5knots  

 

9.6km 39knot umikaze sea mines.    I'll take em all day long. 

 

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Its not a terrible idea....   +20% range -5knots  

 

9.6km 39knot umikaze sea mines.    I'll take em all day long. 

 

 

yes, they can make it so the skill gives you both faster and shorter torps or longer and slower torps and you can change it with a command in battle.

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yes, they can make it so the skill gives you both faster and shorter torps or longer and slower torps and you can change it with a command in battle.

 

To be fair, in NavyField you had the option (in game in the UI) of setting your torps for fast or slow, with a corresponding effect on range.

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I don't think it's "fair" that stupid people get given food and shelter by their betters, but hey, what can ya do?

 

It's just as fair for smart people to get given food and shelter by their betters....

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2 hours ago, Pulicat said:

Destroyer =/= torpedoes in this game. Certain DDs are proficient in their torp armament but lack in guns, while others can be the opposite with plenty of grey area in between for others.

I suggest if you want a DD that has great torps, to go play them, but do not expect to have your cake and eat it too.

Fletcher is probably closest to being the perfect "delicious cake" DD.  :P

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7 hours ago, Cruxdei said:

torps that go longer but slower. hmmmm

USS Sims any one?

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7 hours ago, Azemboz said:

We have no idea which DD you're whining about. It sounds like it's USN though. You're a gunplay, use your guns. The Fletcher and gearing have excellent torpedoes at the end of the USN line. Use your torps for close range ambushes around islands.

 

RU DDs have that 4km range.

 

To be fair OP you are going down the wrong line for torpedoes. Ru line are badically cruisers in all but name.

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Honestly there is a lot of desirability in this sort of skill. I've had the thought before but never voiced it.

Say for 2 captain skill points its a lot like torpedo acceleration -20% range for 5 more knots, but +20% range for 5 less knots, same detectability but this means that ships would have about .5 seconds longer to dodge these longer range torps.

This skill would be good on ships like the Lo Yang 6.7km torps, would reach out to 8.04km, but be more avoidable, I thinkit would be a nice option but not sure if I would use it in this case.

I think it could be useful for dedicated Farragut sealclubbers, Worth considering on Blyskawica and Anshan, but by no means a must get...

Now where it gets interesting is on torpedo cruisers like the Atago and well any IJN or British cruiser that has torpedoes.

I don't think it would be that useful on a German cruiser except for Spee, but yeah it is interesting to consider...

The Italian cruiser with 15km range torps is probably the most abuseable area..

So in my line of thought here I think the skill would actually be more handy as a cruiser skill than as a destroyer skill.

 

 

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8 hours ago, CapnCappy said:

I like the idea but it would need some testing. Say +20% range for -5kt speed -and- +20% detection.


 

Can you imagine Shima 20km torps out to 24km but detected like 4km away and traveling at 5 8kts. Sea mines indeed.

Really wouldn't work. Game doesn't need 24km sea mines. On the other side of tbe spectrum, 20% more range would only be 4.8km which is not what he wants. He wants torpedoes near detectability

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